refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
ce6fae7b38
commit
89e6b207f8
36 changed files with 1433 additions and 251 deletions
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@ -62,7 +62,6 @@ public sealed class ItemInteractionController : IDisposable
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private readonly AutoWieldController _autoWield;
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private readonly Action<uint, ItemUseRequestReservation>? _requestUse;
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private readonly InventoryTransactionState _transactions;
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private readonly bool _ownsTransactions;
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private long _lastUseMs = long.MinValue / 2;
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private uint _consumedPrimaryClickTarget;
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@ -74,6 +73,7 @@ public sealed class ItemInteractionController : IDisposable
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public ItemInteractionController(
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ClientObjectTable objects,
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InventoryTransactionState transactions,
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Func<uint> playerGuid,
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Action<uint>? sendUse,
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Action<uint, uint>? sendUseWithTarget,
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@ -103,8 +103,7 @@ public sealed class ItemInteractionController : IDisposable
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Action<uint>? requestExternalContainer = null,
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CombatState? combatState = null,
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Action<CombatMode>? sendChangeCombatMode = null,
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Action<uint, ItemUseRequestReservation>? requestUse = null,
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InventoryTransactionState? transactions = null)
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Action<uint, ItemUseRequestReservation>? requestUse = null)
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{
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_playerGuid = playerGuid ?? throw new ArgumentNullException(nameof(playerGuid));
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@ -135,34 +134,23 @@ public sealed class ItemInteractionController : IDisposable
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_systemMessage = systemMessage;
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_requestUse = requestUse;
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_interactionState = interactionState ?? new InteractionState();
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_transactions = transactions ?? new InventoryTransactionState(_objects);
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_ownsTransactions = transactions is null;
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_transactions = transactions
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?? throw new ArgumentNullException(nameof(transactions));
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if (!ReferenceEquals(_transactions.Objects, _objects))
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{
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if (_ownsTransactions)
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_transactions.Dispose();
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throw new ArgumentException(
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"The inventory transaction owner must borrow the controller's exact object table.",
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nameof(transactions));
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}
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try
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{
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_autoWield = new AutoWieldController(
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_objects,
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_playerGuid,
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_sendWield,
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sendPutItemInContainer,
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_toast,
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_systemMessage,
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combatState,
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sendChangeCombatMode);
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}
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catch
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{
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if (_ownsTransactions)
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_transactions.Dispose();
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throw;
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}
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_autoWield = new AutoWieldController(
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_objects,
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_playerGuid,
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_sendWield,
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sendPutItemInContainer,
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_toast,
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_systemMessage,
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combatState,
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sendChangeCombatMode);
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_interactionState.Changed += OnInteractionModeChanged;
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_transactions.StateChanged += OnTransactionStateChanged;
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_transactions.RequestCompleted += OnInventoryRequestCompleted;
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@ -1166,8 +1154,6 @@ public sealed class ItemInteractionController : IDisposable
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_transactions.ObjectTableCleared -= OnInventoryObjectsCleared;
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_transactions.RequestCompleted -= OnInventoryRequestCompleted;
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_transactions.StateChanged -= OnTransactionStateChanged;
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if (_ownsTransactions)
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_transactions.Dispose();
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_autoWield.Dispose();
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}
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@ -251,7 +251,6 @@ public sealed class SpellbookWindowController : IRetainedPanelController
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// gmSpellbookUI::UpdateFilter @ 0x0048B5E0 persists only the changed
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// filter bitfield, rebuilds from learned spells, and returns to row zero.
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uint filters = _spellbook.SpellbookFilters ^ mask;
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_spellbook.SetSpellbookFilters(filters);
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_sendFilter(filters);
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_spellList.Scroll.SetScrollY(0);
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}
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@ -383,7 +382,6 @@ public sealed class SpellbookWindowController : IRetainedPanelController
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}
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if (parsed == committed) return;
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committed = parsed;
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_spellbook.SetDesiredComponent(componentId, parsed);
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_setDesiredComponent(componentId, parsed);
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}
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desiredField.OnSubmit = Commit;
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@ -209,7 +209,6 @@ public sealed class SpellcastingUiController : IRetainedPanelController
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}
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int position = spells.Count;
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_addFavorite?.Invoke(_activeTab, position, spellId);
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_spellbook.SetFavorite(_activeTab, position, spellId);
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SelectSpell(spellId);
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}
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@ -424,13 +423,15 @@ public sealed class SpellcastingUiController : IRetainedPanelController
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private void BeginFavoriteDrag(SpellFavoriteDragPayload payload)
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=> _removeFavorite?.Invoke(payload.SourceTab, payload.SpellId);
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private void EndFavoriteDrag(SpellFavoriteDragPayload payload)
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=> _spellbook.RemoveFavorite(payload.SourceTab, payload.SpellId);
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private static void EndFavoriteDrag(SpellFavoriteDragPayload payload)
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{
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// The press-time command already performed retail's PlayerModule
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// removal on the one Runtime-owned Spellbook.
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}
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private void DropFavorite(SpellFavoriteDragPayload payload, int targetTab, int targetPosition)
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{
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_addFavorite?.Invoke(targetTab, targetPosition, payload.SpellId);
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_spellbook.SetFavorite(targetTab, targetPosition, payload.SpellId);
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_selected[targetTab] = payload.SpellId;
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}
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@ -443,7 +444,6 @@ public sealed class SpellcastingUiController : IRetainedPanelController
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// CM_Magic::SendNotice_AddSpellShortcut; the open spellcasting menu
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// chooses the favorite tab/position and persists it.
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_addFavorite?.Invoke(targetTab, targetPosition, payload.SpellId);
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_spellbook.SetFavorite(targetTab, targetPosition, payload.SpellId);
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_selected[targetTab] = payload.SpellId;
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}
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@ -63,12 +63,10 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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private readonly List<(uint PanelId, UiButton Button)> _panelButtons = new();
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private readonly ClientObjectTable _repo;
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private readonly CombatState? _combatState;
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private readonly Func<IReadOnlyList<ShortcutEntry>> _shortcuts;
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private readonly ShortcutStore _store;
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private readonly Func<ItemType, uint, uint, uint, uint, uint> _iconIds; // (itemType, icon, underlay, overlay, effects) → GL tex
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private readonly Func<ItemType, uint, uint, uint, uint, uint>? _dragIconIds;
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private readonly Action<uint> _useItem; // guid → fire UseObject
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private readonly ShortcutStore _store = new();
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private bool _storeLoaded;
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private readonly Action<ShortcutEntry>? _sendAddShortcut;
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private readonly Action<uint>? _sendRemoveShortcut; // (index)
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private readonly ItemInteractionController? _itemInteraction;
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@ -95,7 +93,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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private ToolbarController(
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ImportedLayout layout,
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ClientObjectTable repo,
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Func<IReadOnlyList<ShortcutEntry>> shortcuts,
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ShortcutStore shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState,
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@ -116,7 +114,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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{
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_repo = repo;
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_combatState = combatState;
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_shortcuts = shortcuts;
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_store = shortcuts ?? throw new ArgumentNullException(nameof(shortcuts));
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_iconIds = iconIds;
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_dragIconIds = dragIconIds;
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_useItem = useItem;
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@ -213,6 +211,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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repo.ObjectRemoved += OnRepositoryObjectChanged;
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repo.ObjectMoved += OnRepositoryObjectMoved;
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repo.Cleared += OnRepositoryCleared;
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_store.Changed += Populate;
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RefreshAmmo();
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RefreshUseButton();
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}
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@ -296,19 +295,11 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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/// Returns true if <paramref name="guid"/> is one of the currently-active shortcut guids
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/// (i.e., present in the live <see cref="AcDream.Core.Items.ShortcutStore"/>).
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/// Used to gate repo-event subscriptions so we don't re-populate on every creature spawn.
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/// Falls back to scanning <c>_shortcuts()</c> before the store is loaded (pre-PD window).
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/// </summary>
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private bool IsShortcutGuid(uint guid)
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{
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if (_storeLoaded)
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{
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for (int s = 0; s < AcDream.Core.Items.ShortcutStore.SlotCount; s++)
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if (_store.Get(s) == guid) return true;
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return false;
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}
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// Store not yet loaded — fall back to the shortcuts provider (pre-PD window).
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foreach (var sc in _shortcuts())
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if (sc.ObjectId == guid) return true;
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for (int s = 0; s < ShortcutStore.SlotCount; s++)
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if (_store.Get(s) == guid) return true;
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return false;
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}
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@ -320,7 +311,10 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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/// </summary>
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/// <param name="layout">Imported toolbar layout (LayoutDesc 0x21000016).</param>
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/// <param name="repo">Live item repository — must stay alive for the controller's lifetime.</param>
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/// <param name="shortcuts">Provider for the current shortcut bar list.</param>
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/// <param name="shortcuts">
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/// Runtime-owned retail shortcut manager. The toolbar borrows this exact
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/// mutable owner; it never reconstructs another slot map.
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/// </param>
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/// <param name="iconIds">Resolves (itemType, iconId, underlayId, overlayId, effects) → GL texture handle.</param>
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/// <param name="useItem">Callback fired when a bound slot is clicked; receives the item guid.</param>
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/// <param name="combatState">
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@ -345,7 +339,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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public static ToolbarController Bind(
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ImportedLayout layout,
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ClientObjectTable repo,
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Func<IReadOnlyList<ShortcutEntry>> shortcuts,
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ShortcutStore shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> iconIds,
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Action<uint> useItem,
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CombatState? combatState = null,
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@ -417,19 +411,11 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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/// Entries whose item is not yet in the repo are silently skipped here; the
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/// <c>ObjectAdded</c> event re-fires this method when the item arrives
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/// (matching retail's <c>SetDelayedShortcutNum</c> deferred-rebind path).
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/// As of B.2: the <see cref="AcDream.Core.Items.ShortcutStore"/> is the
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/// authoritative in-session slot map; <c>_shortcuts()</c> seeds it on first call.
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/// The Runtime-owned <see cref="AcDream.Core.Items.ShortcutStore"/> is the
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/// authoritative in-session slot map.
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/// </summary>
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public void Populate()
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{
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// Lazy-load the store from the login shortcut list the first time it's present (PD arrives
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// after Bind); thereafter the store is authoritative and drag ops mutate it directly.
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if (!_storeLoaded && _shortcuts().Count > 0)
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{
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_store.Load(_shortcuts());
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_storeLoaded = true;
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}
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foreach (var list in _slots) list?.Cell.Clear();
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for (int slot = 0; slot < _slots.Length; slot++)
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@ -654,7 +640,6 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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if (_itemInteraction?.IsOwnedByPlayer(itemId) != true)
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return false;
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EnsureStoreLoadedForMutation();
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for (int slot = 0; slot < _slots.Length; slot++)
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if (_store.Get(slot) == itemId)
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return false;
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@ -672,20 +657,11 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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return false;
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var entry = new ShortcutEntry(empty, itemId, 0u);
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_store.Set(entry);
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_sendAddShortcut?.Invoke(entry);
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Populate();
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_store.Set(entry);
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return true;
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}
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private void EnsureStoreLoadedForMutation()
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{
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if (_storeLoaded)
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return;
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_store.Load(_shortcuts());
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_storeLoaded = true;
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}
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// ── IItemListDragHandler (B.2 live handler) ──────────────────────────────
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// Retail: gmToolbarUI is the m_dragHandler for every shortcut slot list.
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// Retail model (remove-on-lift / place-on-drop / no-restore):
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@ -705,9 +681,8 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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// Retail RecvNotice_ItemListBeginDrag → RemoveShortcut (0x004bd930/0x004bd450): the lifted
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// shortcut leaves the bar (+ wire) the instant the drag starts; it's re-placed only on a
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// drop onto a slot. Off-bar release leaves it removed.
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_store.Remove(payload.SourceSlot);
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_sendRemoveShortcut?.Invoke((uint)payload.SourceSlot);
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Populate();
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_store.Remove(payload.SourceSlot);
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}
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/// <inheritdoc/>
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@ -717,7 +692,6 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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/// <inheritdoc/>
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public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload)
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{
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EnsureStoreLoadedForMutation();
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ShortcutDropSource source = payload.SourceKind == ItemDragSource.ShortcutBar
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? ShortcutDropSource.ShortcutAlias
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: ShortcutDropSource.FreshItem;
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@ -727,7 +701,6 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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_store.Snapshot(), source, payload.SourceSlot, targetCell.SlotIndex, dragged);
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ApplyShortcutPlan(plan);
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Populate();
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}
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/// <summary>
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@ -736,32 +709,29 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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/// </summary>
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public void ReplaceFullyMergedShortcut(uint oldObjectId, uint newObjectId)
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{
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EnsureStoreLoadedForMutation();
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ShortcutMutation[] plan = ShortcutDropPlanner.PlanFullStackMerge(
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_store.Snapshot(), oldObjectId, newObjectId);
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ApplyShortcutPlan(plan);
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if (plan.Length > 0)
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Populate();
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}
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private void ApplyShortcutPlan(IReadOnlyList<ShortcutMutation> plan)
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{
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// Apply the already-validated transaction locally first, then reproduce the
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// planner's exact Remove/Add wire order. Shortcut events have no rejection reply.
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foreach (var mutation in plan)
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{
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if (mutation.Kind == ShortcutMutationKind.Remove)
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_store.Remove(mutation.Slot);
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else if (mutation.Entry is { } entry)
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_store.Set(entry);
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}
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// Retail sends each shortcut event immediately before applying the same
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// PlayerModule mutation (gmToolbarUI @ 0x004BD450/0x004BD9A0).
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// Production commands mutate this exact Runtime-owned store; the
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// idempotent local call also keeps isolated controller fixtures useful.
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foreach (var mutation in plan)
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{
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if (mutation.Kind == ShortcutMutationKind.Remove)
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{
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_sendRemoveShortcut?.Invoke((uint)mutation.Slot);
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_store.Remove(mutation.Slot);
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}
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else if (mutation.Entry is { } entry)
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{
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_sendAddShortcut?.Invoke(entry);
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_store.Set(entry);
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}
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}
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}
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@ -800,5 +770,6 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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_repo.ObjectRemoved -= OnRepositoryObjectChanged;
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_repo.ObjectMoved -= OnRepositoryObjectMoved;
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_repo.Cleared -= OnRepositoryCleared;
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_store.Changed -= Populate;
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}
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}
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@ -90,7 +90,7 @@ public sealed record IndicatorRuntimeBindings(
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public sealed record ToolbarRuntimeBindings(
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ClientObjectTable Objects,
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Func<IReadOnlyList<ShortcutEntry>> Shortcuts,
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ShortcutStore Shortcuts,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveDragIcon,
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Action<uint> UseItem,
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